Stark Quest 2.0: The Search for Shinies

Using Acceleration/Multitasking/etc for training our Sequences regularly probably doesn't accrue Insanity unless we really overdo it. Remember, Insanity is what happens when we do too much stuff. But we can't very well use the Augmentations if it constantly makes our mind unstable and our Regeneration only slowly recovers it. 60% is much better than 10% in this regard.

It would be advantageous to get to Level 7 Regeneration if we were in a hurry, but with using Augmentations, we can get the necessary experience comparatively quickly, and it'll turn out to be just a waste of XP.

If thats true, won't that mean we reach Destruction 9 even faster, since its less than half the complexity?

Which is too dangerous for him to use, based on how Harlon won't even risk it in life and death situations.

I would think using it Jedistyle would be a minor risk, even for non-targ. I think the Harlon example was 10+ seconds into the future, not second or less.
 
If we were to get it to Level 7 we could even access a Bloddrider's memories and find out what happened at the docks, although that would take 200 XP.

I don't think we can do that anyways - we're not trained to Possession 3 yet, and the bonus applies as soon as we start training it.

EDIT - We could possess one of Jorah's First Men, capture him, and then pump him for information though.
 
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We have Robb's Shardplate and Ice. He can attune the plate in 8 hours. He'll be a Shardbearer too. Plus we're teaching him Short Term Precog.
Within 8 hours, Ithroen will have recovered one way or another. If he hasn't, we'll lose at least one of our brothers in the ensuing fight, even if everything goes our way.
Please, let's not be like Robb.

If thats true, won't that mean we reach Destruction 9 even faster, since its less than half the complexity?
No, because using Augmentations for learning without going insane/mentally unstable all the time requires Regeneration/Endurance.

It doesn't help now, but it's not a waste of an opportunity like the others are which also don't help.
Not sure what you mean here. Most of the options won't be of help immediately, yes, but getting a sequence to a high level is hardly a waste of opportunity when it takes months and years otherwise.
 
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As long as the Augments are level 5 or less and complexity 8 or less they can be used safely, so long as you're not casting in quick succession.
Mazrick said
His thoughts are sped up so, yes, Acceleration helps him improve other Sequences and mundane skills faster during training. Obviously, using it in Active will be a bit more dangerous.

Active is what actually provides the most benefit, and since we'd have to be using it all the time to get an effect out of this training, I'd rather not risk whatever mental instability this would accrue.
Edit: And Multitasking is complexity 9...
 
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Let's say we get the understanding of the destruction sequences to level 7.

How many times can we safely use the level 5 sequence in that case.

Will higher level increase the amount of safe use of the lower levels.
No. What causes the mental damage is running through a gamut of intense emotions and complex abstractions rapidly. Basically, a mind, even a highly augmented one, is not meant to do the mental gymnastics required of Mind Magic without risk or difficulty. Thus they're not safe from these deleterious effects, even if they have a greater understanding of the magic at work.
@Mazrick, with possession, how long does Harlon have to escape the body?

For example, lets say we possess a bloodrider, have him pull a knife and stab himself in the stomach or kidneys or something thats not instantly fatal.

Can Harlon escape before the bloodrider dies (since at that level we don't have death immunity).
Escaping a possessed body can be done rather quickly, since all Harlon has to do is run through the Sequence to activate it. Remember that Harlon will require line of sight to enter a target, and that his body will basically go into a coma until he returns. This return doesn't require LOS.

Also, no hopping from one body to another until you reach level 9. So you'd need to hop into mook A to do whatever you wanted then return back to Harlon's body. Then you'd be free to jump into mook B as long as he's within Harlon's LOS.

Finally, possession by a "demon" is one of the most feared things in the setting (as it was in our world for quite a while), so there are likely many attempts at warding specifically against it. Superstitious things like carrying totems, making sacrifices, praying for protection, etc. are quite common. The vast majority of these defenses would be utterly useless against the Sequence, but a few may stumble across something that actually helps...
 
Active is what actually provides the most benefit, and since we'd have to be using it all the time to get an effect out of this training, I'd rather not risk whatever mental instability this would accrue.

This is from the write up on Mind Magic:

"Mental Penalties: Overuse of Sequences, particularly at higher levels and complexities, can cause mental instability. This is signified by the roll of 1d1000(No Ta'veren bonus) for casting a Active Sequences over Level 5 or 8 complexity, 5 or below will count as a negative modifier to your mental stability. For levels 9 and 10 or complexity 9 and 10, this roll becomes an insanity roll. Passive is a nat 1.

Failing the roll will result in temporary insanity, and multiple failed rolls will cause the insanity to last longer or become more pronounced."

@Mazrick - can you clarify on how this works into using Augments for training?
 
I think instability is supposed to be the lesser version of mind damage. Its healed %/day.

Insanity is more dangerous. Even at high levels of regeneration, we need to pass a roll to have a chance of healing. At level 6, we need to roll 90+ to heal insanity.

Accelerate at active causes mental instability, but not insanity.

Right now, we heal instability 10%/day. One more level and we heal 20%/day.

Reasonable chance of healing insanity comes at regeneration 8.
 
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Finally, possession by a "demon" is one of the most feared things in the setting (as it was in our world for quite a while), so there are likely many attempts at warding specifically against it. Superstitious things like carrying totems, making sacrifices, praying for protection, etc. are quite common. The vast majority of these defenses would be utterly useless against the Sequence, but a few may stumble across something that actually helps...
Goddamnit, just like I feared. The bloodriders probably have more effective defenses. They have super-artifacts of doom, it would be silly if there were no other defenses.
Are wards/amulets/spells against other types of mind intrusions as common in Essos/amongst Dothraki?

Also, is it possible to push off this vote until the next training session, seeing how we'll only get the benefit at that point?
Pretty please? :oops:
 
Also, is it possible to push off this vote until the next training session, seeing how we'll only get the benefit at that point?
Pretty please? :oops:

Technically we could start training Possession 3 right now - only takes a few days to finish it. Or we could just start training something in a plan and the bonus would apply.
 
Technically we could start training Possession 3 right now - only takes a few days to finish it. Or we could just start training something in a plan and the bonus would apply.
Or we scout the manse and decide from there. It's at Mazrick's and the players' discretion, but I'd rather find out if Ithroen is captured and what the Overall situation looks like before committing to training something.
 
Or we scout the manse and decide from there. It's at Mazrick's and the players' discretion, but I'd rather find out if Ithroen is captured and what the Overall situation looks like before committing to training something.

Which is exactly why he won't let us choose later. Where's the fun in making us wait to make our choice when we have all the information?
 
@Mazrick - can you clarify on how this works into using Augments for training?
Basically this:
I think instability is supposed to be the lesser version of mind damage. Its healed %/day.

Insanity is more dangerous. Even at high levels of regeneration, we need to pass a roll to have a chance of healing. At level 6, we need to roll 90+ to heal insanity.

Accelerate at active causes mental instability, but not insanity.

Right now, we heal 10%/day. One more level and we heal 20%/day.

Reasonable chance of healing insanity comes at regeneration 8.
As you use the Active Sequences, and they increase in complexity and level, you shift from mentally unstable to just plain insane.
Goddamnit, just like I feared. The bloodriders probably have more effective defenses. They have super-artifacts of doom, it would be silly if there were no other defenses.
...Well, they are the bloodriders for the Champion of their gods.
Are wards/amulets/spells against other types of mind intrusions as common in Essos/amongst Dothraki?
Yes, but the vast majority are utter shit.

EDIT: Misunderstood your question. Possession has by far the most amateur attempts at warding in pretty much every culture.
Also, is it possible to push off this vote until the next training session, seeing how we'll only get the benefit at that point?
Pretty please? :oops:
No, this is supposed to be a bonus for the beginning of the thread. Plus where's the fun in that!:p
 
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Well, I think Ithroen could probably get past their defenses... but us, with only Possession 6? No. Not happening. I'll stick with Destruction. If nothing else it gives us a potent weapon.
 
@Mazrick, do those talismans offer total protection against all attack sequences, or just possession? If possession won't work, maybe destruction won't either?

Also, did some calcs on regeneration. This does not include use of Accelereration.

Btw Enjou. I believe 9.5 avg for int/Wis is proper since its that way in the example calc.

---

Regeneration
Current Level: 3
Complexity: 7
Current understanding 2.5. After bonus 3.5.

Usefull level or levels:

At level 5, we heal mental instability 40%/daily. Higher levels obviously increase it, but 40%/daily will already allow full recovery in a couple of days.
At level 6, we get an additional sleep bonus of extra 15% and a 10% chance of healing insanity (small chance).
At level 7, we have 20% chance of healing Insanity. If we are lucky, its actually plausible.
At level 8, we have 40% chance of healing Insanity, which is actually a decent chance.

---

Calcs for levels. I will use both 2.5 and 3.5 (which we get if we choose something else first).

To reach level 4 with 2.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 75 = 2 to 6 months or 150 XP
To reach level 4 with 3.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 53 = 11 days to 1 months or 90 XP

To reach level 5 with 2.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 184 = 2 years to 3 years or 250 XP
To reach level 5 with 3.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 131 = 7 months to 1 year or 200 XP

To reach level 6 with 2.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 381 = 4 years to 6 years or 300 XP
To reach level 6 with 3.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 272 = 2 years to 3 years or 250 XP

To reach level 7 with 2.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 707 = 4 years to 6 years or 300 XP
To reach level 7 with 3.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 505 = 4 years to 6 years or 300 XP

To reach level 8 with 2.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 1207 = 7 years to 13 years or 400 XP
To reach level 8 with 3.5: ((1/9.5) x 4^4 x 7 x (1/2.5)) = 862 = 7 years to 13 years or 400 XP

With bonus, we can reach 6.

We can buy XP now and then reach 7 by using up 150 XP.

NOTE: Insanity is only problem with level 9+ or complexity 9+ sequences, naming and observation. Detect, Multi-tasking and Reading are the only complexity 9+ sequences.
 
Not sure what you mean here. Most of the options won't be of help immediately, yes, but getting a sequence to a high level is hardly a waste of opportunity when it takes months and years otherwise.

I think he means that we can always boost our skills naturally, but are unlikely to find an angreal anytime soon. So he's saying its a waste of an opportunity to get something we couldn't get through other means.
 
@Datakim - Are you supporting the regen sequence now? I'm honestly very conflicted about what to do.

EDIT - Though honestly there's so many votes for Destruction now that turning the tide may not happen.
 
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Alright, I've put together a spreadsheet to facilitate ease of understanding of how long it takes Harlon to learn Mind magic, I'll expand it to other forms of magic as and when I get the time and it becomes sensible to do so.

Here is my first draft. let me know if permissions are broken and it needs fixing.

https://docs.google.com/spreadsheets/d/1WXtawMAOe2XBUipnWxEp-ud15ZqgxSRwbMH3xKiIgDw/edit?usp=sharing

Your spreadsheet has the partial values (9.1 Wisdom, for example) - you have to round the stat down before plugging it in.
 
It means we might get into a fight with them, depending on circumstances, and I'd rather have some means of killing them that doesn't involve direct combat.
Very well, let's see how it would go. In the best possible circumstances, we'll maybe get one of them if he separates from the group, though it's far from certain, as they're his bloodriders and would probably be with him in his home, especially after Jorah brought news of us with him.
(And why do we need the killing Destruction for that? Lower levels work just as well for combat. 90 XP is too much of a waste for that.)
After that, they'll be even more on guard, so in the end we might be able to defeat another bloodrider while Robb and Jon fight Drogo. We're of course assuming that Jorah won't help Drogo, because we'll be holding Dany hostage (and she won't make mind attacks of her own, despite the fact that this would definitely make her hostile), supporting us instead of trying to save Dany. People do stupid things when they're desperate, and he has no reason to trust whatever we say, as we can't promise him anything. Oh, and Malora might be involved somewhere in there as well, since we apparently haven't contacted and recovered Ithroen in the ~8 hours that have passed.
So as you can see, we'd be relying on luck a lot in such circumstances. I don't trust our luck that much.

I think he means that we can always boost our skills naturally, but are unlikely to find an angreal anytime soon. So he's saying its a waste of an opportunity to get something we couldn't get through other means.
We can also get an angreal later, and learning magic takes time. A lot of it, especially at higher levels and without Augmentation.
 
@Mazrick, do those talismans offer total protection against all attack sequences, or just possession? If possession won't work, maybe destruction won't either?
Fixed defenses are usually aimed at a specific attack(The mind defense Ter'angreal is pretty awesome:p), and Possession is the most prevalent type. Though, as seen with Midnight, divinities can bestow multi-faceted defenses.
Alright, I've put together a spreadsheet to facilitate ease of understanding of how long it takes Harlon to learn Mind magic, I'll expand it to other forms of magic as and when I get the time and it becomes sensible to do so.

Here is my first draft. let me know if permissions are broken and it needs fixing.

https://docs.google.com/spreadsheets/d/1WXtawMAOe2XBUipnWxEp-ud15ZqgxSRwbMH3xKiIgDw/edit?usp=sharing
AWESOME! +25 XP:)

And you also qualify for any content providers if you didn't already.

I will add this to the index.
 
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